i've been using a (modified) version of that script for years, it still works fine in 2018 its a c# script so make sure you save it as so - a .cs filename, not unity/javascript which is .js .Also make sure the script is called the same as that defined in public class "EditorObjExporter" any specific compile errors will…
Guy 1: [in Italian] You got to play with her before you lay her. Guy 2: [in Italian] For how long? Guy 1: [in Italian] Fifteen minutes. Half hour. Depends on the woman. Guy 2: [in Italian] How long with your wife? Guy 1: [in Italian] Thirty seconds. Guy 2: [in Italian, in awe] Lucky!
OH. 3ds max modelling: 1 = Vert 2 = Edge 3 = Seam 4 = Face 5 = Element - 3ds Max UV Mapping: 1 = Vert 2 = Edge 3 = Face? 4 ? 5... No shortcut allowed for element select toggle. Lets not even get into Ctrl + 1 etc...
Don't forget you can access your brushes by making shortcuts to the 1, 2, 3...9 keys 1) press "b" 2) Ctrl+alt + left mouse click a brush and press "1, 2, 3 up to 9 " to store your brush 3) save config regularly.
This. Along with Prince of Percia 1 Prince of Persia 2 Flash Back Fade to Black Decent 1 , 2 , 3 Hexen Heretic 1, 2 Golden Axe kid chameleon man there are soo many I've played through out my childhood and uptil now that I cant remember. =\
In your images, the claw controllers appear to scale down in size after you parent them which makes me think there's still some strange scale transformation happening. Your scale needs to be frozen too, at 1 1 1. I see this happening in your tail controller as well.
Weird thing SD once allowed same -1 to 1 idea in 32 bit full floating which I considered pretty logical and convenient math wise . Then after one of updates it started to clip anything beyond 0-1 in viewport shader . Am I missing something?
I totally went the other way to the rest of the poeple and went for 1-3 or 4. IMO their outfits make 'sense' to me. A military guy is usually well tidy and functional. I like the gear and body armour of 1 and 8 but think the hair on 1 makes more sense to me.
You really only need 1 model for the RTT, no projection needed. Copy the original UVs to channel 2. Make the final, good set of UVs on channel 1. Make sure the texture in the material is using channel 2. Then when rendering make sure that it's rendering down to channel 1.
I'm not sure what the technical rammifications of doing this are, but just move half the UVs over 1 unit as suggested to get them outside the 1:1 space. Bake the map, put the UVs back so that they stack, and then delete and reapply the tangent and binormal data. This appears to get rid of the seam.